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Author Archives: Jim Bambra
Air Power – Part Three: Aircraft Arrival
After the number of aircraft has been determined, a roll is made for each aircraft’s arrival. The player with air superiority rolls one Air Mission Dice per aircraft, then allocates the dice to his Dice Chains. Air missions must be … Continue reading
Air Power – Part Two: Air Superiority
Air Superiority Dice Air Power Dice are used to determine how many aircraft are available each turn. Aircraft and Air Superiority The number of Air Superiority Dice available to a battle group is determined by its point cost. Using Air … Continue reading
Air Power – Part One
“Anyone who has to fight, even with the most modern weapons, against an enemy in complete control of the air, fights like a savage against modern European troops, under the same handicaps and with the same chances of success.” Field … Continue reading
Posted in Wargame Rules
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Combat HQ Air Power
Air Power Rules for Combat HQ This week I’m posting the Air Power Rules for Combat HQ. Here’s some gun camera footage of a P-47 to help set the scene.
Designer’s Notes – Reaction Dice
Reaction Dice in Combat HQ There are two types of Reaction Dice (RD): Firepower (FP) Anti-Tank (AT) Infantry are FP targets; Armour are AT targets. While on similar scales, they do vary. Infantry RD are mainly morale based. Armour RD are … Continue reading
Posted in Wargame Rules
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